mesa: Rename gl_array_object::VBOonly to ::ARBsemantics
[mesa.git] / src / mesa / main / attrib.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #include "glheader.h"
27 #include "imports.h"
28 #include "accum.h"
29 #include "arrayobj.h"
30 #include "attrib.h"
31 #include "blend.h"
32 #include "buffers.h"
33 #include "bufferobj.h"
34 #include "clear.h"
35 #include "colormac.h"
36 #include "context.h"
37 #include "depth.h"
38 #include "enable.h"
39 #include "enums.h"
40 #include "fog.h"
41 #include "hint.h"
42 #include "light.h"
43 #include "lines.h"
44 #include "macros.h"
45 #include "matrix.h"
46 #include "mfeatures.h"
47 #include "multisample.h"
48 #include "points.h"
49 #include "polygon.h"
50 #include "scissor.h"
51 #include "stencil.h"
52 #include "texenv.h"
53 #include "texgen.h"
54 #include "texobj.h"
55 #include "texparam.h"
56 #include "texstate.h"
57 #include "varray.h"
58 #include "viewport.h"
59 #include "mtypes.h"
60 #include "main/dispatch.h"
61
62
63 /**
64 * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
65 */
66 struct gl_enable_attrib
67 {
68 GLboolean AlphaTest;
69 GLboolean AutoNormal;
70 GLboolean Blend;
71 GLbitfield ClipPlanes;
72 GLboolean ColorMaterial;
73 GLboolean CullFace;
74 GLboolean DepthClamp;
75 GLboolean DepthTest;
76 GLboolean Dither;
77 GLboolean Fog;
78 GLboolean Light[MAX_LIGHTS];
79 GLboolean Lighting;
80 GLboolean LineSmooth;
81 GLboolean LineStipple;
82 GLboolean IndexLogicOp;
83 GLboolean ColorLogicOp;
84
85 GLboolean Map1Color4;
86 GLboolean Map1Index;
87 GLboolean Map1Normal;
88 GLboolean Map1TextureCoord1;
89 GLboolean Map1TextureCoord2;
90 GLboolean Map1TextureCoord3;
91 GLboolean Map1TextureCoord4;
92 GLboolean Map1Vertex3;
93 GLboolean Map1Vertex4;
94 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
95 GLboolean Map2Color4;
96 GLboolean Map2Index;
97 GLboolean Map2Normal;
98 GLboolean Map2TextureCoord1;
99 GLboolean Map2TextureCoord2;
100 GLboolean Map2TextureCoord3;
101 GLboolean Map2TextureCoord4;
102 GLboolean Map2Vertex3;
103 GLboolean Map2Vertex4;
104 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
105
106 GLboolean Normalize;
107 GLboolean PixelTexture;
108 GLboolean PointSmooth;
109 GLboolean PolygonOffsetPoint;
110 GLboolean PolygonOffsetLine;
111 GLboolean PolygonOffsetFill;
112 GLboolean PolygonSmooth;
113 GLboolean PolygonStipple;
114 GLboolean RescaleNormals;
115 GLboolean Scissor;
116 GLboolean Stencil;
117 GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
118 GLboolean MultisampleEnabled; /* GL_ARB_multisample */
119 GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
120 GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
121 GLboolean SampleCoverage; /* GL_ARB_multisample */
122 GLboolean SampleCoverageInvert; /* GL_ARB_multisample */
123 GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
124
125 GLbitfield Texture[MAX_TEXTURE_UNITS];
126 GLbitfield TexGen[MAX_TEXTURE_UNITS];
127
128 /* GL_ARB_vertex_program / GL_NV_vertex_program */
129 GLboolean VertexProgram;
130 GLboolean VertexProgramPointSize;
131 GLboolean VertexProgramTwoSide;
132
133 /* GL_ARB_point_sprite / GL_NV_point_sprite */
134 GLboolean PointSprite;
135 GLboolean FragmentShaderATI;
136 };
137
138
139 /**
140 * Node for the attribute stack.
141 */
142 struct gl_attrib_node
143 {
144 GLbitfield kind;
145 void *data;
146 struct gl_attrib_node *next;
147 };
148
149
150
151 /**
152 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
153 */
154 struct texture_state
155 {
156 struct gl_texture_attrib Texture; /**< The usual context state */
157
158 /** to save per texture object state (wrap modes, filters, etc): */
159 struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
160
161 /**
162 * To save references to texture objects (so they don't get accidentally
163 * deleted while saved in the attribute stack).
164 */
165 struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS];
166 };
167
168
169 #if FEATURE_attrib_stack
170
171
172 /**
173 * Allocate new attribute node of given type/kind. Attach payload data.
174 * Insert it into the linked list named by 'head'.
175 */
176 static void
177 save_attrib_data(struct gl_attrib_node **head,
178 GLbitfield kind, void *payload)
179 {
180 struct gl_attrib_node *n = MALLOC_STRUCT(gl_attrib_node);
181 if (n) {
182 n->kind = kind;
183 n->data = payload;
184 /* insert at head */
185 n->next = *head;
186 *head = n;
187 }
188 else {
189 /* out of memory! */
190 }
191 }
192
193
194 void GLAPIENTRY
195 _mesa_PushAttrib(GLbitfield mask)
196 {
197 struct gl_attrib_node *head;
198
199 GET_CURRENT_CONTEXT(ctx);
200 ASSERT_OUTSIDE_BEGIN_END(ctx);
201
202 if (MESA_VERBOSE & VERBOSE_API)
203 _mesa_debug(ctx, "glPushAttrib %x\n", (int) mask);
204
205 if (ctx->AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) {
206 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushAttrib" );
207 return;
208 }
209
210 /* Build linked list of attribute nodes which save all attribute */
211 /* groups specified by the mask. */
212 head = NULL;
213
214 if (mask & GL_ACCUM_BUFFER_BIT) {
215 struct gl_accum_attrib *attr;
216 attr = MALLOC_STRUCT( gl_accum_attrib );
217 memcpy( attr, &ctx->Accum, sizeof(struct gl_accum_attrib) );
218 save_attrib_data(&head, GL_ACCUM_BUFFER_BIT, attr);
219 }
220
221 if (mask & GL_COLOR_BUFFER_BIT) {
222 GLuint i;
223 struct gl_colorbuffer_attrib *attr;
224 attr = MALLOC_STRUCT( gl_colorbuffer_attrib );
225 memcpy( attr, &ctx->Color, sizeof(struct gl_colorbuffer_attrib) );
226 /* push the Draw FBO's DrawBuffer[] state, not ctx->Color.DrawBuffer[] */
227 for (i = 0; i < ctx->Const.MaxDrawBuffers; i ++)
228 attr->DrawBuffer[i] = ctx->DrawBuffer->ColorDrawBuffer[i];
229 save_attrib_data(&head, GL_COLOR_BUFFER_BIT, attr);
230 }
231
232 if (mask & GL_CURRENT_BIT) {
233 struct gl_current_attrib *attr;
234 FLUSH_CURRENT( ctx, 0 );
235 attr = MALLOC_STRUCT( gl_current_attrib );
236 memcpy( attr, &ctx->Current, sizeof(struct gl_current_attrib) );
237 save_attrib_data(&head, GL_CURRENT_BIT, attr);
238 }
239
240 if (mask & GL_DEPTH_BUFFER_BIT) {
241 struct gl_depthbuffer_attrib *attr;
242 attr = MALLOC_STRUCT( gl_depthbuffer_attrib );
243 memcpy( attr, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib) );
244 save_attrib_data(&head, GL_DEPTH_BUFFER_BIT, attr);
245 }
246
247 if (mask & GL_ENABLE_BIT) {
248 struct gl_enable_attrib *attr;
249 GLuint i;
250 attr = MALLOC_STRUCT( gl_enable_attrib );
251 /* Copy enable flags from all other attributes into the enable struct. */
252 attr->AlphaTest = ctx->Color.AlphaEnabled;
253 attr->AutoNormal = ctx->Eval.AutoNormal;
254 attr->Blend = ctx->Color.BlendEnabled;
255 attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
256 attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
257 attr->CullFace = ctx->Polygon.CullFlag;
258 attr->DepthClamp = ctx->Transform.DepthClamp;
259 attr->DepthTest = ctx->Depth.Test;
260 attr->Dither = ctx->Color.DitherFlag;
261 attr->Fog = ctx->Fog.Enabled;
262 for (i = 0; i < ctx->Const.MaxLights; i++) {
263 attr->Light[i] = ctx->Light.Light[i].Enabled;
264 }
265 attr->Lighting = ctx->Light.Enabled;
266 attr->LineSmooth = ctx->Line.SmoothFlag;
267 attr->LineStipple = ctx->Line.StippleFlag;
268 attr->IndexLogicOp = ctx->Color.IndexLogicOpEnabled;
269 attr->ColorLogicOp = ctx->Color.ColorLogicOpEnabled;
270 attr->Map1Color4 = ctx->Eval.Map1Color4;
271 attr->Map1Index = ctx->Eval.Map1Index;
272 attr->Map1Normal = ctx->Eval.Map1Normal;
273 attr->Map1TextureCoord1 = ctx->Eval.Map1TextureCoord1;
274 attr->Map1TextureCoord2 = ctx->Eval.Map1TextureCoord2;
275 attr->Map1TextureCoord3 = ctx->Eval.Map1TextureCoord3;
276 attr->Map1TextureCoord4 = ctx->Eval.Map1TextureCoord4;
277 attr->Map1Vertex3 = ctx->Eval.Map1Vertex3;
278 attr->Map1Vertex4 = ctx->Eval.Map1Vertex4;
279 memcpy(attr->Map1Attrib, ctx->Eval.Map1Attrib, sizeof(ctx->Eval.Map1Attrib));
280 attr->Map2Color4 = ctx->Eval.Map2Color4;
281 attr->Map2Index = ctx->Eval.Map2Index;
282 attr->Map2Normal = ctx->Eval.Map2Normal;
283 attr->Map2TextureCoord1 = ctx->Eval.Map2TextureCoord1;
284 attr->Map2TextureCoord2 = ctx->Eval.Map2TextureCoord2;
285 attr->Map2TextureCoord3 = ctx->Eval.Map2TextureCoord3;
286 attr->Map2TextureCoord4 = ctx->Eval.Map2TextureCoord4;
287 attr->Map2Vertex3 = ctx->Eval.Map2Vertex3;
288 attr->Map2Vertex4 = ctx->Eval.Map2Vertex4;
289 memcpy(attr->Map2Attrib, ctx->Eval.Map2Attrib, sizeof(ctx->Eval.Map2Attrib));
290 attr->Normalize = ctx->Transform.Normalize;
291 attr->RasterPositionUnclipped = ctx->Transform.RasterPositionUnclipped;
292 attr->PointSmooth = ctx->Point.SmoothFlag;
293 attr->PointSprite = ctx->Point.PointSprite;
294 attr->PolygonOffsetPoint = ctx->Polygon.OffsetPoint;
295 attr->PolygonOffsetLine = ctx->Polygon.OffsetLine;
296 attr->PolygonOffsetFill = ctx->Polygon.OffsetFill;
297 attr->PolygonSmooth = ctx->Polygon.SmoothFlag;
298 attr->PolygonStipple = ctx->Polygon.StippleFlag;
299 attr->RescaleNormals = ctx->Transform.RescaleNormals;
300 attr->Scissor = ctx->Scissor.Enabled;
301 attr->Stencil = ctx->Stencil.Enabled;
302 attr->StencilTwoSide = ctx->Stencil.TestTwoSide;
303 attr->MultisampleEnabled = ctx->Multisample.Enabled;
304 attr->SampleAlphaToCoverage = ctx->Multisample.SampleAlphaToCoverage;
305 attr->SampleAlphaToOne = ctx->Multisample.SampleAlphaToOne;
306 attr->SampleCoverage = ctx->Multisample.SampleCoverage;
307 attr->SampleCoverageInvert = ctx->Multisample.SampleCoverageInvert;
308 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
309 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
310 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
311 }
312 /* GL_NV_vertex_program */
313 attr->VertexProgram = ctx->VertexProgram.Enabled;
314 attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
315 attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
316 save_attrib_data(&head, GL_ENABLE_BIT, attr);
317 }
318
319 if (mask & GL_EVAL_BIT) {
320 struct gl_eval_attrib *attr;
321 attr = MALLOC_STRUCT( gl_eval_attrib );
322 memcpy( attr, &ctx->Eval, sizeof(struct gl_eval_attrib) );
323 save_attrib_data(&head, GL_EVAL_BIT, attr);
324 }
325
326 if (mask & GL_FOG_BIT) {
327 struct gl_fog_attrib *attr;
328 attr = MALLOC_STRUCT( gl_fog_attrib );
329 memcpy( attr, &ctx->Fog, sizeof(struct gl_fog_attrib) );
330 save_attrib_data(&head, GL_FOG_BIT, attr);
331 }
332
333 if (mask & GL_HINT_BIT) {
334 struct gl_hint_attrib *attr;
335 attr = MALLOC_STRUCT( gl_hint_attrib );
336 memcpy( attr, &ctx->Hint, sizeof(struct gl_hint_attrib) );
337 save_attrib_data(&head, GL_HINT_BIT, attr);
338 }
339
340 if (mask & GL_LIGHTING_BIT) {
341 struct gl_light_attrib *attr;
342 FLUSH_CURRENT(ctx, 0); /* flush material changes */
343 attr = MALLOC_STRUCT( gl_light_attrib );
344 memcpy( attr, &ctx->Light, sizeof(struct gl_light_attrib) );
345 save_attrib_data(&head, GL_LIGHTING_BIT, attr);
346 }
347
348 if (mask & GL_LINE_BIT) {
349 struct gl_line_attrib *attr;
350 attr = MALLOC_STRUCT( gl_line_attrib );
351 memcpy( attr, &ctx->Line, sizeof(struct gl_line_attrib) );
352 save_attrib_data(&head, GL_LINE_BIT, attr);
353 }
354
355 if (mask & GL_LIST_BIT) {
356 struct gl_list_attrib *attr;
357 attr = MALLOC_STRUCT( gl_list_attrib );
358 memcpy( attr, &ctx->List, sizeof(struct gl_list_attrib) );
359 save_attrib_data(&head, GL_LIST_BIT, attr);
360 }
361
362 if (mask & GL_PIXEL_MODE_BIT) {
363 struct gl_pixel_attrib *attr;
364 attr = MALLOC_STRUCT( gl_pixel_attrib );
365 memcpy( attr, &ctx->Pixel, sizeof(struct gl_pixel_attrib) );
366 /* push the Read FBO's ReadBuffer state, not ctx->Pixel.ReadBuffer */
367 attr->ReadBuffer = ctx->ReadBuffer->ColorReadBuffer;
368 save_attrib_data(&head, GL_PIXEL_MODE_BIT, attr);
369 }
370
371 if (mask & GL_POINT_BIT) {
372 struct gl_point_attrib *attr;
373 attr = MALLOC_STRUCT( gl_point_attrib );
374 memcpy( attr, &ctx->Point, sizeof(struct gl_point_attrib) );
375 save_attrib_data(&head, GL_POINT_BIT, attr);
376 }
377
378 if (mask & GL_POLYGON_BIT) {
379 struct gl_polygon_attrib *attr;
380 attr = MALLOC_STRUCT( gl_polygon_attrib );
381 memcpy( attr, &ctx->Polygon, sizeof(struct gl_polygon_attrib) );
382 save_attrib_data(&head, GL_POLYGON_BIT, attr);
383 }
384
385 if (mask & GL_POLYGON_STIPPLE_BIT) {
386 GLuint *stipple;
387 stipple = (GLuint *) MALLOC( 32*sizeof(GLuint) );
388 memcpy( stipple, ctx->PolygonStipple, 32*sizeof(GLuint) );
389 save_attrib_data(&head, GL_POLYGON_STIPPLE_BIT, stipple);
390 }
391
392 if (mask & GL_SCISSOR_BIT) {
393 struct gl_scissor_attrib *attr;
394 attr = MALLOC_STRUCT( gl_scissor_attrib );
395 memcpy( attr, &ctx->Scissor, sizeof(struct gl_scissor_attrib) );
396 save_attrib_data(&head, GL_SCISSOR_BIT, attr);
397 }
398
399 if (mask & GL_STENCIL_BUFFER_BIT) {
400 struct gl_stencil_attrib *attr;
401 attr = MALLOC_STRUCT( gl_stencil_attrib );
402 memcpy( attr, &ctx->Stencil, sizeof(struct gl_stencil_attrib) );
403 save_attrib_data(&head, GL_STENCIL_BUFFER_BIT, attr);
404 }
405
406 if (mask & GL_TEXTURE_BIT) {
407 struct texture_state *texstate = CALLOC_STRUCT(texture_state);
408 GLuint u, tex;
409
410 if (!texstate) {
411 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)");
412 goto end;
413 }
414
415 _mesa_lock_context_textures(ctx);
416
417 /* copy/save the bulk of texture state here */
418 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
419
420 /* Save references to the currently bound texture objects so they don't
421 * accidentally get deleted while referenced in the attribute stack.
422 */
423 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
424 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
425 _mesa_reference_texobj(&texstate->SavedTexRef[u][tex],
426 ctx->Texture.Unit[u].CurrentTex[tex]);
427 }
428 }
429
430 /* copy state/contents of the currently bound texture objects */
431 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
432 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
433 _mesa_copy_texture_object(&texstate->SavedObj[u][tex],
434 ctx->Texture.Unit[u].CurrentTex[tex]);
435 }
436 }
437
438 _mesa_unlock_context_textures(ctx);
439
440 save_attrib_data(&head, GL_TEXTURE_BIT, texstate);
441 }
442
443 if (mask & GL_TRANSFORM_BIT) {
444 struct gl_transform_attrib *attr;
445 attr = MALLOC_STRUCT( gl_transform_attrib );
446 memcpy( attr, &ctx->Transform, sizeof(struct gl_transform_attrib) );
447 save_attrib_data(&head, GL_TRANSFORM_BIT, attr);
448 }
449
450 if (mask & GL_VIEWPORT_BIT) {
451 struct gl_viewport_attrib *attr;
452 attr = MALLOC_STRUCT( gl_viewport_attrib );
453 memcpy( attr, &ctx->Viewport, sizeof(struct gl_viewport_attrib) );
454 save_attrib_data(&head, GL_VIEWPORT_BIT, attr);
455 }
456
457 /* GL_ARB_multisample */
458 if (mask & GL_MULTISAMPLE_BIT_ARB) {
459 struct gl_multisample_attrib *attr;
460 attr = MALLOC_STRUCT( gl_multisample_attrib );
461 memcpy( attr, &ctx->Multisample, sizeof(struct gl_multisample_attrib) );
462 save_attrib_data(&head, GL_MULTISAMPLE_BIT_ARB, attr);
463 }
464
465 end:
466 ctx->AttribStack[ctx->AttribStackDepth] = head;
467 ctx->AttribStackDepth++;
468 }
469
470
471
472 static void
473 pop_enable_group(struct gl_context *ctx, const struct gl_enable_attrib *enable)
474 {
475 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
476 GLuint i;
477
478 #define TEST_AND_UPDATE(VALUE, NEWVALUE, ENUM) \
479 if ((VALUE) != (NEWVALUE)) { \
480 _mesa_set_enable( ctx, ENUM, (NEWVALUE) ); \
481 }
482
483 TEST_AND_UPDATE(ctx->Color.AlphaEnabled, enable->AlphaTest, GL_ALPHA_TEST);
484 if (ctx->Color.BlendEnabled != enable->Blend) {
485 if (ctx->Extensions.EXT_draw_buffers2) {
486 GLuint i;
487 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
488 _mesa_set_enablei(ctx, GL_BLEND, i, (enable->Blend >> i) & 1);
489 }
490 }
491 else {
492 _mesa_set_enable(ctx, GL_BLEND, (enable->Blend & 1));
493 }
494 }
495
496 for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
497 const GLuint mask = 1 << i;
498 if ((ctx->Transform.ClipPlanesEnabled & mask) != (enable->ClipPlanes & mask))
499 _mesa_set_enable(ctx, (GLenum) (GL_CLIP_PLANE0 + i),
500 !!(enable->ClipPlanes & mask));
501 }
502
503 TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
504 GL_COLOR_MATERIAL);
505 TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
506 TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
507 GL_DEPTH_CLAMP);
508 TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
509 TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
510 TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
511 TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
512 TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);
513 TEST_AND_UPDATE(ctx->Line.StippleFlag, enable->LineStipple,
514 GL_LINE_STIPPLE);
515 TEST_AND_UPDATE(ctx->Color.IndexLogicOpEnabled, enable->IndexLogicOp,
516 GL_INDEX_LOGIC_OP);
517 TEST_AND_UPDATE(ctx->Color.ColorLogicOpEnabled, enable->ColorLogicOp,
518 GL_COLOR_LOGIC_OP);
519
520 TEST_AND_UPDATE(ctx->Eval.Map1Color4, enable->Map1Color4, GL_MAP1_COLOR_4);
521 TEST_AND_UPDATE(ctx->Eval.Map1Index, enable->Map1Index, GL_MAP1_INDEX);
522 TEST_AND_UPDATE(ctx->Eval.Map1Normal, enable->Map1Normal, GL_MAP1_NORMAL);
523 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord1, enable->Map1TextureCoord1,
524 GL_MAP1_TEXTURE_COORD_1);
525 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord2, enable->Map1TextureCoord2,
526 GL_MAP1_TEXTURE_COORD_2);
527 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord3, enable->Map1TextureCoord3,
528 GL_MAP1_TEXTURE_COORD_3);
529 TEST_AND_UPDATE(ctx->Eval.Map1TextureCoord4, enable->Map1TextureCoord4,
530 GL_MAP1_TEXTURE_COORD_4);
531 TEST_AND_UPDATE(ctx->Eval.Map1Vertex3, enable->Map1Vertex3,
532 GL_MAP1_VERTEX_3);
533 TEST_AND_UPDATE(ctx->Eval.Map1Vertex4, enable->Map1Vertex4,
534 GL_MAP1_VERTEX_4);
535 for (i = 0; i < 16; i++) {
536 TEST_AND_UPDATE(ctx->Eval.Map1Attrib[i], enable->Map1Attrib[i],
537 GL_MAP1_VERTEX_ATTRIB0_4_NV + i);
538 }
539
540 TEST_AND_UPDATE(ctx->Eval.Map2Color4, enable->Map2Color4, GL_MAP2_COLOR_4);
541 TEST_AND_UPDATE(ctx->Eval.Map2Index, enable->Map2Index, GL_MAP2_INDEX);
542 TEST_AND_UPDATE(ctx->Eval.Map2Normal, enable->Map2Normal, GL_MAP2_NORMAL);
543 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord1, enable->Map2TextureCoord1,
544 GL_MAP2_TEXTURE_COORD_1);
545 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord2, enable->Map2TextureCoord2,
546 GL_MAP2_TEXTURE_COORD_2);
547 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord3, enable->Map2TextureCoord3,
548 GL_MAP2_TEXTURE_COORD_3);
549 TEST_AND_UPDATE(ctx->Eval.Map2TextureCoord4, enable->Map2TextureCoord4,
550 GL_MAP2_TEXTURE_COORD_4);
551 TEST_AND_UPDATE(ctx->Eval.Map2Vertex3, enable->Map2Vertex3,
552 GL_MAP2_VERTEX_3);
553 TEST_AND_UPDATE(ctx->Eval.Map2Vertex4, enable->Map2Vertex4,
554 GL_MAP2_VERTEX_4);
555 for (i = 0; i < 16; i++) {
556 TEST_AND_UPDATE(ctx->Eval.Map2Attrib[i], enable->Map2Attrib[i],
557 GL_MAP2_VERTEX_ATTRIB0_4_NV + i);
558 }
559
560 TEST_AND_UPDATE(ctx->Eval.AutoNormal, enable->AutoNormal, GL_AUTO_NORMAL);
561 TEST_AND_UPDATE(ctx->Transform.Normalize, enable->Normalize, GL_NORMALIZE);
562 TEST_AND_UPDATE(ctx->Transform.RescaleNormals, enable->RescaleNormals,
563 GL_RESCALE_NORMAL_EXT);
564 TEST_AND_UPDATE(ctx->Transform.RasterPositionUnclipped,
565 enable->RasterPositionUnclipped,
566 GL_RASTER_POSITION_UNCLIPPED_IBM);
567 TEST_AND_UPDATE(ctx->Point.SmoothFlag, enable->PointSmooth,
568 GL_POINT_SMOOTH);
569 if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite) {
570 TEST_AND_UPDATE(ctx->Point.PointSprite, enable->PointSprite,
571 GL_POINT_SPRITE_NV);
572 }
573 TEST_AND_UPDATE(ctx->Polygon.OffsetPoint, enable->PolygonOffsetPoint,
574 GL_POLYGON_OFFSET_POINT);
575 TEST_AND_UPDATE(ctx->Polygon.OffsetLine, enable->PolygonOffsetLine,
576 GL_POLYGON_OFFSET_LINE);
577 TEST_AND_UPDATE(ctx->Polygon.OffsetFill, enable->PolygonOffsetFill,
578 GL_POLYGON_OFFSET_FILL);
579 TEST_AND_UPDATE(ctx->Polygon.SmoothFlag, enable->PolygonSmooth,
580 GL_POLYGON_SMOOTH);
581 TEST_AND_UPDATE(ctx->Polygon.StippleFlag, enable->PolygonStipple,
582 GL_POLYGON_STIPPLE);
583 TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
584 TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
585 if (ctx->Extensions.EXT_stencil_two_side) {
586 TEST_AND_UPDATE(ctx->Stencil.TestTwoSide, enable->StencilTwoSide, GL_STENCIL_TEST_TWO_SIDE_EXT);
587 }
588 TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
589 GL_MULTISAMPLE_ARB);
590 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
591 enable->SampleAlphaToCoverage,
592 GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
593 TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToOne,
594 enable->SampleAlphaToOne,
595 GL_SAMPLE_ALPHA_TO_ONE_ARB);
596 TEST_AND_UPDATE(ctx->Multisample.SampleCoverage,
597 enable->SampleCoverage,
598 GL_SAMPLE_COVERAGE_ARB);
599 TEST_AND_UPDATE(ctx->Multisample.SampleCoverageInvert,
600 enable->SampleCoverageInvert,
601 GL_SAMPLE_COVERAGE_INVERT_ARB);
602 /* GL_ARB_vertex_program, GL_NV_vertex_program */
603 TEST_AND_UPDATE(ctx->VertexProgram.Enabled,
604 enable->VertexProgram,
605 GL_VERTEX_PROGRAM_ARB);
606 TEST_AND_UPDATE(ctx->VertexProgram.PointSizeEnabled,
607 enable->VertexProgramPointSize,
608 GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
609 TEST_AND_UPDATE(ctx->VertexProgram.TwoSideEnabled,
610 enable->VertexProgramTwoSide,
611 GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
612
613 #undef TEST_AND_UPDATE
614
615 /* texture unit enables */
616 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
617 const GLbitfield enabled = enable->Texture[i];
618 const GLbitfield genEnabled = enable->TexGen[i];
619
620 if (ctx->Texture.Unit[i].Enabled != enabled) {
621 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
622
623 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT));
624 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT));
625 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT));
626 if (ctx->Extensions.NV_texture_rectangle) {
627 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
628 !!(enabled & TEXTURE_RECT_BIT));
629 }
630 if (ctx->Extensions.ARB_texture_cube_map) {
631 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
632 !!(enabled & TEXTURE_CUBE_BIT));
633 }
634 if (ctx->Extensions.MESA_texture_array) {
635 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
636 !!(enabled & TEXTURE_1D_ARRAY_BIT));
637 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
638 !!(enabled & TEXTURE_2D_ARRAY_BIT));
639 }
640 }
641
642 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
643 _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
644 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(genEnabled & S_BIT));
645 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(genEnabled & T_BIT));
646 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(genEnabled & R_BIT));
647 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(genEnabled & Q_BIT));
648 }
649 }
650
651 _mesa_ActiveTextureARB(GL_TEXTURE0 + curTexUnitSave);
652 }
653
654
655 /**
656 * Pop/restore texture attribute/group state.
657 */
658 static void
659 pop_texture_group(struct gl_context *ctx, struct texture_state *texstate)
660 {
661 GLuint u;
662
663 _mesa_lock_context_textures(ctx);
664
665 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
666 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
667 GLuint tgt;
668
669 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
670 _mesa_set_enable(ctx, GL_TEXTURE_1D, !!(unit->Enabled & TEXTURE_1D_BIT));
671 _mesa_set_enable(ctx, GL_TEXTURE_2D, !!(unit->Enabled & TEXTURE_2D_BIT));
672 _mesa_set_enable(ctx, GL_TEXTURE_3D, !!(unit->Enabled & TEXTURE_3D_BIT));
673 if (ctx->Extensions.ARB_texture_cube_map) {
674 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
675 !!(unit->Enabled & TEXTURE_CUBE_BIT));
676 }
677 if (ctx->Extensions.NV_texture_rectangle) {
678 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
679 !!(unit->Enabled & TEXTURE_RECT_BIT));
680 }
681 if (ctx->Extensions.MESA_texture_array) {
682 _mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
683 !!(unit->Enabled & TEXTURE_1D_ARRAY_BIT));
684 _mesa_set_enable(ctx, GL_TEXTURE_2D_ARRAY_EXT,
685 !!(unit->Enabled & TEXTURE_2D_ARRAY_BIT));
686 }
687
688 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
689 _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
690 _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenS.Mode);
691 _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenT.Mode);
692 _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenR.Mode);
693 _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenQ.Mode);
694 _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->GenS.ObjectPlane);
695 _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->GenT.ObjectPlane);
696 _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->GenR.ObjectPlane);
697 _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->GenQ.ObjectPlane);
698 /* Eye plane done differently to avoid re-transformation */
699 {
700 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
701 COPY_4FV(destUnit->GenS.EyePlane, unit->GenS.EyePlane);
702 COPY_4FV(destUnit->GenT.EyePlane, unit->GenT.EyePlane);
703 COPY_4FV(destUnit->GenR.EyePlane, unit->GenR.EyePlane);
704 COPY_4FV(destUnit->GenQ.EyePlane, unit->GenQ.EyePlane);
705 if (ctx->Driver.TexGen) {
706 ctx->Driver.TexGen(ctx, GL_S, GL_EYE_PLANE, unit->GenS.EyePlane);
707 ctx->Driver.TexGen(ctx, GL_T, GL_EYE_PLANE, unit->GenT.EyePlane);
708 ctx->Driver.TexGen(ctx, GL_R, GL_EYE_PLANE, unit->GenR.EyePlane);
709 ctx->Driver.TexGen(ctx, GL_Q, GL_EYE_PLANE, unit->GenQ.EyePlane);
710 }
711 }
712 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, !!(unit->TexGenEnabled & S_BIT));
713 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, !!(unit->TexGenEnabled & T_BIT));
714 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, !!(unit->TexGenEnabled & R_BIT));
715 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, !!(unit->TexGenEnabled & Q_BIT));
716 _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS,
717 unit->LodBias);
718 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
719 unit->Combine.ModeRGB);
720 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
721 unit->Combine.ModeA);
722 {
723 const GLuint n = ctx->Extensions.NV_texture_env_combine4 ? 4 : 3;
724 GLuint i;
725 for (i = 0; i < n; i++) {
726 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB + i,
727 unit->Combine.SourceRGB[i]);
728 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA + i,
729 unit->Combine.SourceA[i]);
730 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB + i,
731 unit->Combine.OperandRGB[i]);
732 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA + i,
733 unit->Combine.OperandA[i]);
734 }
735 }
736 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE,
737 1 << unit->Combine.ScaleShiftRGB);
738 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
739 1 << unit->Combine.ScaleShiftA);
740
741 /* Restore texture object state for each target */
742 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
743 const struct gl_texture_object *obj = NULL;
744 const struct gl_sampler_object *samp;
745 GLenum target;
746
747 obj = &texstate->SavedObj[u][tgt];
748
749 /* don't restore state for unsupported targets to prevent
750 * raising GL errors.
751 */
752 if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
753 !ctx->Extensions.ARB_texture_cube_map) {
754 continue;
755 }
756 else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
757 !ctx->Extensions.NV_texture_rectangle) {
758 continue;
759 }
760 else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
761 obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
762 !ctx->Extensions.MESA_texture_array) {
763 continue;
764 }
765 else if (obj->Target == GL_TEXTURE_BUFFER)
766 continue;
767 else if (obj->Target == GL_TEXTURE_EXTERNAL_OES)
768 continue;
769
770 target = obj->Target;
771
772 _mesa_BindTexture(target, obj->Name);
773
774 samp = &obj->Sampler;
775
776 _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, samp->BorderColor.f);
777 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, samp->WrapS);
778 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, samp->WrapT);
779 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, samp->WrapR);
780 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, samp->MinFilter);
781 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, samp->MagFilter);
782 _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, samp->MinLod);
783 _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, samp->MaxLod);
784 _mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias);
785 _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
786 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
787 if (target != GL_TEXTURE_RECTANGLE_ARB)
788 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
789 if (ctx->Extensions.EXT_texture_filter_anisotropic) {
790 _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
791 samp->MaxAnisotropy);
792 }
793 if (ctx->Extensions.ARB_shadow_ambient) {
794 _mesa_TexParameterf(target, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
795 samp->CompareFailValue);
796 }
797 }
798
799 /* remove saved references to the texture objects */
800 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
801 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
802 }
803 }
804
805 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
806
807 _mesa_unlock_context_textures(ctx);
808 }
809
810
811 /*
812 * This function is kind of long just because we have to call a lot
813 * of device driver functions to update device driver state.
814 *
815 * XXX As it is now, most of the pop-code calls immediate-mode Mesa functions
816 * in order to restore GL state. This isn't terribly efficient but it
817 * ensures that dirty flags and any derived state gets updated correctly.
818 * We could at least check if the value to restore equals the current value
819 * and then skip the Mesa call.
820 */
821 void GLAPIENTRY
822 _mesa_PopAttrib(void)
823 {
824 struct gl_attrib_node *attr, *next;
825 GET_CURRENT_CONTEXT(ctx);
826 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
827
828 if (ctx->AttribStackDepth == 0) {
829 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopAttrib" );
830 return;
831 }
832
833 ctx->AttribStackDepth--;
834 attr = ctx->AttribStack[ctx->AttribStackDepth];
835
836 while (attr) {
837
838 if (MESA_VERBOSE & VERBOSE_API) {
839 _mesa_debug(ctx, "glPopAttrib %s\n",
840 _mesa_lookup_enum_by_nr(attr->kind));
841 }
842
843 switch (attr->kind) {
844 case GL_ACCUM_BUFFER_BIT:
845 {
846 const struct gl_accum_attrib *accum;
847 accum = (const struct gl_accum_attrib *) attr->data;
848 _mesa_ClearAccum(accum->ClearColor[0],
849 accum->ClearColor[1],
850 accum->ClearColor[2],
851 accum->ClearColor[3]);
852 }
853 break;
854 case GL_COLOR_BUFFER_BIT:
855 {
856 const struct gl_colorbuffer_attrib *color;
857
858 color = (const struct gl_colorbuffer_attrib *) attr->data;
859 _mesa_ClearIndex((GLfloat) color->ClearIndex);
860 _mesa_ClearColor(color->ClearColor.f[0],
861 color->ClearColor.f[1],
862 color->ClearColor.f[2],
863 color->ClearColor.f[3]);
864 _mesa_IndexMask(color->IndexMask);
865 if (!ctx->Extensions.EXT_draw_buffers2) {
866 _mesa_ColorMask((GLboolean) (color->ColorMask[0][0] != 0),
867 (GLboolean) (color->ColorMask[0][1] != 0),
868 (GLboolean) (color->ColorMask[0][2] != 0),
869 (GLboolean) (color->ColorMask[0][3] != 0));
870 }
871 else {
872 GLuint i;
873 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
874 _mesa_ColorMaskIndexed(i,
875 (GLboolean) (color->ColorMask[i][0] != 0),
876 (GLboolean) (color->ColorMask[i][1] != 0),
877 (GLboolean) (color->ColorMask[i][2] != 0),
878 (GLboolean) (color->ColorMask[i][3] != 0));
879 }
880 }
881 {
882 /* Need to determine if more than one color output is
883 * specified. If so, call glDrawBuffersARB, else call
884 * glDrawBuffer(). This is a subtle, but essential point
885 * since GL_FRONT (for example) is illegal for the former
886 * function, but legal for the later.
887 */
888 GLboolean multipleBuffers = GL_FALSE;
889 GLuint i;
890
891 for (i = 1; i < ctx->Const.MaxDrawBuffers; i++) {
892 if (color->DrawBuffer[i] != GL_NONE) {
893 multipleBuffers = GL_TRUE;
894 break;
895 }
896 }
897 /* Call the API_level functions, not _mesa_drawbuffers()
898 * since we need to do error checking on the pop'd
899 * GL_DRAW_BUFFER.
900 * Ex: if GL_FRONT were pushed, but we're popping with a
901 * user FBO bound, GL_FRONT will be illegal and we'll need
902 * to record that error. Per OpenGL ARB decision.
903 */
904 if (multipleBuffers)
905 _mesa_DrawBuffersARB(ctx->Const.MaxDrawBuffers,
906 color->DrawBuffer);
907 else
908 _mesa_DrawBuffer(color->DrawBuffer[0]);
909 }
910 _mesa_set_enable(ctx, GL_ALPHA_TEST, color->AlphaEnabled);
911 _mesa_AlphaFunc(color->AlphaFunc, color->AlphaRefUnclamped);
912 if (ctx->Color.BlendEnabled != color->BlendEnabled) {
913 if (ctx->Extensions.EXT_draw_buffers2) {
914 GLuint i;
915 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
916 _mesa_set_enablei(ctx, GL_BLEND, i,
917 (color->BlendEnabled >> i) & 1);
918 }
919 }
920 else {
921 _mesa_set_enable(ctx, GL_BLEND, (color->BlendEnabled & 1));
922 }
923 }
924 if (ctx->Color._BlendFuncPerBuffer ||
925 ctx->Color._BlendEquationPerBuffer) {
926 /* set blend per buffer */
927 GLuint buf;
928 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
929 _mesa_BlendFuncSeparatei(buf, color->Blend[buf].SrcRGB,
930 color->Blend[buf].DstRGB,
931 color->Blend[buf].SrcA,
932 color->Blend[buf].DstA);
933 _mesa_BlendEquationSeparatei(buf,
934 color->Blend[buf].EquationRGB,
935 color->Blend[buf].EquationA);
936 }
937 }
938 else {
939 /* set same blend modes for all buffers */
940 _mesa_BlendFuncSeparateEXT(color->Blend[0].SrcRGB,
941 color->Blend[0].DstRGB,
942 color->Blend[0].SrcA,
943 color->Blend[0].DstA);
944 /* This special case is because glBlendEquationSeparateEXT
945 * cannot take GL_LOGIC_OP as a parameter.
946 */
947 if (color->Blend[0].EquationRGB ==
948 color->Blend[0].EquationA) {
949 _mesa_BlendEquation(color->Blend[0].EquationRGB);
950 }
951 else {
952 _mesa_BlendEquationSeparateEXT(
953 color->Blend[0].EquationRGB,
954 color->Blend[0].EquationA);
955 }
956 }
957 _mesa_BlendColor(color->BlendColorUnclamped[0],
958 color->BlendColorUnclamped[1],
959 color->BlendColorUnclamped[2],
960 color->BlendColorUnclamped[3]);
961 _mesa_LogicOp(color->LogicOp);
962 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP,
963 color->ColorLogicOpEnabled);
964 _mesa_set_enable(ctx, GL_INDEX_LOGIC_OP,
965 color->IndexLogicOpEnabled);
966 _mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
967 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, color->ClampFragmentColor);
968 _mesa_ClampColorARB(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
969 }
970 break;
971 case GL_CURRENT_BIT:
972 FLUSH_CURRENT( ctx, 0 );
973 memcpy( &ctx->Current, attr->data,
974 sizeof(struct gl_current_attrib) );
975 break;
976 case GL_DEPTH_BUFFER_BIT:
977 {
978 const struct gl_depthbuffer_attrib *depth;
979 depth = (const struct gl_depthbuffer_attrib *) attr->data;
980 _mesa_DepthFunc(depth->Func);
981 _mesa_ClearDepth(depth->Clear);
982 _mesa_set_enable(ctx, GL_DEPTH_TEST, depth->Test);
983 _mesa_DepthMask(depth->Mask);
984 }
985 break;
986 case GL_ENABLE_BIT:
987 {
988 const struct gl_enable_attrib *enable;
989 enable = (const struct gl_enable_attrib *) attr->data;
990 pop_enable_group(ctx, enable);
991 ctx->NewState |= _NEW_ALL;
992 }
993 break;
994 case GL_EVAL_BIT:
995 memcpy( &ctx->Eval, attr->data, sizeof(struct gl_eval_attrib) );
996 ctx->NewState |= _NEW_EVAL;
997 break;
998 case GL_FOG_BIT:
999 {
1000 const struct gl_fog_attrib *fog;
1001 fog = (const struct gl_fog_attrib *) attr->data;
1002 _mesa_set_enable(ctx, GL_FOG, fog->Enabled);
1003 _mesa_Fogfv(GL_FOG_COLOR, fog->Color);
1004 _mesa_Fogf(GL_FOG_DENSITY, fog->Density);
1005 _mesa_Fogf(GL_FOG_START, fog->Start);
1006 _mesa_Fogf(GL_FOG_END, fog->End);
1007 _mesa_Fogf(GL_FOG_INDEX, fog->Index);
1008 _mesa_Fogi(GL_FOG_MODE, fog->Mode);
1009 }
1010 break;
1011 case GL_HINT_BIT:
1012 {
1013 const struct gl_hint_attrib *hint;
1014 hint = (const struct gl_hint_attrib *) attr->data;
1015 _mesa_Hint(GL_PERSPECTIVE_CORRECTION_HINT,
1016 hint->PerspectiveCorrection );
1017 _mesa_Hint(GL_POINT_SMOOTH_HINT, hint->PointSmooth);
1018 _mesa_Hint(GL_LINE_SMOOTH_HINT, hint->LineSmooth);
1019 _mesa_Hint(GL_POLYGON_SMOOTH_HINT, hint->PolygonSmooth);
1020 _mesa_Hint(GL_FOG_HINT, hint->Fog);
1021 _mesa_Hint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,
1022 hint->ClipVolumeClipping);
1023 _mesa_Hint(GL_TEXTURE_COMPRESSION_HINT_ARB,
1024 hint->TextureCompression);
1025 }
1026 break;
1027 case GL_LIGHTING_BIT:
1028 {
1029 GLuint i;
1030 const struct gl_light_attrib *light;
1031 light = (const struct gl_light_attrib *) attr->data;
1032 /* lighting enable */
1033 _mesa_set_enable(ctx, GL_LIGHTING, light->Enabled);
1034 /* per-light state */
1035 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
1036 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
1037
1038 for (i = 0; i < ctx->Const.MaxLights; i++) {
1039 const struct gl_light *l = &light->Light[i];
1040 _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
1041 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
1042 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
1043 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
1044 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
1045 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
1046 {
1047 GLfloat p[4] = { 0 };
1048 p[0] = l->SpotExponent;
1049 _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
1050 }
1051 {
1052 GLfloat p[4] = { 0 };
1053 p[0] = l->SpotCutoff;
1054 _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
1055 }
1056 {
1057 GLfloat p[4] = { 0 };
1058 p[0] = l->ConstantAttenuation;
1059 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
1060 }
1061 {
1062 GLfloat p[4] = { 0 };
1063 p[0] = l->LinearAttenuation;
1064 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
1065 }
1066 {
1067 GLfloat p[4] = { 0 };
1068 p[0] = l->QuadraticAttenuation;
1069 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
1070 }
1071 }
1072 /* light model */
1073 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
1074 light->Model.Ambient);
1075 _mesa_LightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,
1076 (GLfloat) light->Model.LocalViewer);
1077 _mesa_LightModelf(GL_LIGHT_MODEL_TWO_SIDE,
1078 (GLfloat) light->Model.TwoSide);
1079 _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
1080 (GLfloat) light->Model.ColorControl);
1081 /* shade model */
1082 _mesa_ShadeModel(light->ShadeModel);
1083 /* color material */
1084 _mesa_ColorMaterial(light->ColorMaterialFace,
1085 light->ColorMaterialMode);
1086 _mesa_set_enable(ctx, GL_COLOR_MATERIAL,
1087 light->ColorMaterialEnabled);
1088 /* materials */
1089 memcpy(&ctx->Light.Material, &light->Material,
1090 sizeof(struct gl_material));
1091 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, light->ClampVertexColor);
1092 }
1093 break;
1094 case GL_LINE_BIT:
1095 {
1096 const struct gl_line_attrib *line;
1097 line = (const struct gl_line_attrib *) attr->data;
1098 _mesa_set_enable(ctx, GL_LINE_SMOOTH, line->SmoothFlag);
1099 _mesa_set_enable(ctx, GL_LINE_STIPPLE, line->StippleFlag);
1100 _mesa_LineStipple(line->StippleFactor, line->StipplePattern);
1101 _mesa_LineWidth(line->Width);
1102 }
1103 break;
1104 case GL_LIST_BIT:
1105 memcpy( &ctx->List, attr->data, sizeof(struct gl_list_attrib) );
1106 break;
1107 case GL_PIXEL_MODE_BIT:
1108 memcpy( &ctx->Pixel, attr->data, sizeof(struct gl_pixel_attrib) );
1109 /* XXX what other pixel state needs to be set by function calls? */
1110 _mesa_ReadBuffer(ctx->Pixel.ReadBuffer);
1111 ctx->NewState |= _NEW_PIXEL;
1112 break;
1113 case GL_POINT_BIT:
1114 {
1115 const struct gl_point_attrib *point;
1116 point = (const struct gl_point_attrib *) attr->data;
1117 _mesa_PointSize(point->Size);
1118 _mesa_set_enable(ctx, GL_POINT_SMOOTH, point->SmoothFlag);
1119 if (ctx->Extensions.EXT_point_parameters) {
1120 _mesa_PointParameterfv(GL_DISTANCE_ATTENUATION_EXT,
1121 point->Params);
1122 _mesa_PointParameterf(GL_POINT_SIZE_MIN_EXT,
1123 point->MinSize);
1124 _mesa_PointParameterf(GL_POINT_SIZE_MAX_EXT,
1125 point->MaxSize);
1126 _mesa_PointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT,
1127 point->Threshold);
1128 }
1129 if (ctx->Extensions.NV_point_sprite
1130 || ctx->Extensions.ARB_point_sprite) {
1131 GLuint u;
1132 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1133 _mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
1134 (GLint) point->CoordReplace[u]);
1135 }
1136 _mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
1137 if (ctx->Extensions.NV_point_sprite)
1138 _mesa_PointParameteri(GL_POINT_SPRITE_R_MODE_NV,
1139 ctx->Point.SpriteRMode);
1140 _mesa_PointParameterf(GL_POINT_SPRITE_COORD_ORIGIN,
1141 (GLfloat)ctx->Point.SpriteOrigin);
1142 }
1143 }
1144 break;
1145 case GL_POLYGON_BIT:
1146 {
1147 const struct gl_polygon_attrib *polygon;
1148 polygon = (const struct gl_polygon_attrib *) attr->data;
1149 _mesa_CullFace(polygon->CullFaceMode);
1150 _mesa_FrontFace(polygon->FrontFace);
1151 _mesa_PolygonMode(GL_FRONT, polygon->FrontMode);
1152 _mesa_PolygonMode(GL_BACK, polygon->BackMode);
1153 _mesa_PolygonOffset(polygon->OffsetFactor,
1154 polygon->OffsetUnits);
1155 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, polygon->SmoothFlag);
1156 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, polygon->StippleFlag);
1157 _mesa_set_enable(ctx, GL_CULL_FACE, polygon->CullFlag);
1158 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_POINT,
1159 polygon->OffsetPoint);
1160 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_LINE,
1161 polygon->OffsetLine);
1162 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL,
1163 polygon->OffsetFill);
1164 }
1165 break;
1166 case GL_POLYGON_STIPPLE_BIT:
1167 memcpy( ctx->PolygonStipple, attr->data, 32*sizeof(GLuint) );
1168 ctx->NewState |= _NEW_POLYGONSTIPPLE;
1169 if (ctx->Driver.PolygonStipple)
1170 ctx->Driver.PolygonStipple( ctx, (const GLubyte *) attr->data );
1171 break;
1172 case GL_SCISSOR_BIT:
1173 {
1174 const struct gl_scissor_attrib *scissor;
1175 scissor = (const struct gl_scissor_attrib *) attr->data;
1176 _mesa_Scissor(scissor->X, scissor->Y,
1177 scissor->Width, scissor->Height);
1178 _mesa_set_enable(ctx, GL_SCISSOR_TEST, scissor->Enabled);
1179 }
1180 break;
1181 case GL_STENCIL_BUFFER_BIT:
1182 {
1183 const struct gl_stencil_attrib *stencil;
1184 stencil = (const struct gl_stencil_attrib *) attr->data;
1185 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1186 _mesa_ClearStencil(stencil->Clear);
1187 if (ctx->Extensions.EXT_stencil_two_side) {
1188 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1189 stencil->TestTwoSide);
1190 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1191 ? GL_BACK : GL_FRONT);
1192 }
1193 /* front state */
1194 _mesa_StencilFuncSeparate(GL_FRONT,
1195 stencil->Function[0],
1196 stencil->Ref[0],
1197 stencil->ValueMask[0]);
1198 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1199 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1200 stencil->ZFailFunc[0],
1201 stencil->ZPassFunc[0]);
1202 /* back state */
1203 _mesa_StencilFuncSeparate(GL_BACK,
1204 stencil->Function[1],
1205 stencil->Ref[1],
1206 stencil->ValueMask[1]);
1207 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1208 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1209 stencil->ZFailFunc[1],
1210 stencil->ZPassFunc[1]);
1211 }
1212 break;
1213 case GL_TRANSFORM_BIT:
1214 {
1215 GLuint i;
1216 const struct gl_transform_attrib *xform;
1217 xform = (const struct gl_transform_attrib *) attr->data;
1218 _mesa_MatrixMode(xform->MatrixMode);
1219 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
1220 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
1221
1222 /* restore clip planes */
1223 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1224 const GLuint mask = 1 << i;
1225 const GLfloat *eyePlane = xform->EyeUserPlane[i];
1226 COPY_4V(ctx->Transform.EyeUserPlane[i], eyePlane);
1227 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i,
1228 !!(xform->ClipPlanesEnabled & mask));
1229 if (ctx->Driver.ClipPlane)
1230 ctx->Driver.ClipPlane( ctx, GL_CLIP_PLANE0 + i, eyePlane );
1231 }
1232
1233 /* normalize/rescale */
1234 if (xform->Normalize != ctx->Transform.Normalize)
1235 _mesa_set_enable(ctx, GL_NORMALIZE,ctx->Transform.Normalize);
1236 if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
1237 _mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
1238 ctx->Transform.RescaleNormals);
1239 if (xform->DepthClamp != ctx->Transform.DepthClamp)
1240 _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
1241 ctx->Transform.DepthClamp);
1242 }
1243 break;
1244 case GL_TEXTURE_BIT:
1245 /* Take care of texture object reference counters */
1246 {
1247 struct texture_state *texstate
1248 = (struct texture_state *) attr->data;
1249 pop_texture_group(ctx, texstate);
1250 ctx->NewState |= _NEW_TEXTURE;
1251 }
1252 break;
1253 case GL_VIEWPORT_BIT:
1254 {
1255 const struct gl_viewport_attrib *vp;
1256 vp = (const struct gl_viewport_attrib *) attr->data;
1257 _mesa_Viewport(vp->X, vp->Y, vp->Width, vp->Height);
1258 _mesa_DepthRange(vp->Near, vp->Far);
1259 }
1260 break;
1261 case GL_MULTISAMPLE_BIT_ARB:
1262 {
1263 const struct gl_multisample_attrib *ms;
1264 ms = (const struct gl_multisample_attrib *) attr->data;
1265 _mesa_SampleCoverageARB(ms->SampleCoverageValue,
1266 ms->SampleCoverageInvert);
1267 }
1268 break;
1269
1270 default:
1271 _mesa_problem( ctx, "Bad attrib flag in PopAttrib");
1272 break;
1273 }
1274
1275 next = attr->next;
1276 FREE( attr->data );
1277 FREE( attr );
1278 attr = next;
1279 }
1280 }
1281
1282
1283 /**
1284 * Copy gl_pixelstore_attrib from src to dst, updating buffer
1285 * object refcounts.
1286 */
1287 static void
1288 copy_pixelstore(struct gl_context *ctx,
1289 struct gl_pixelstore_attrib *dst,
1290 const struct gl_pixelstore_attrib *src)
1291 {
1292 dst->Alignment = src->Alignment;
1293 dst->RowLength = src->RowLength;
1294 dst->SkipPixels = src->SkipPixels;
1295 dst->SkipRows = src->SkipRows;
1296 dst->ImageHeight = src->ImageHeight;
1297 dst->SkipImages = src->SkipImages;
1298 dst->SwapBytes = src->SwapBytes;
1299 dst->LsbFirst = src->LsbFirst;
1300 dst->Invert = src->Invert;
1301 _mesa_reference_buffer_object(ctx, &dst->BufferObj, src->BufferObj);
1302 }
1303
1304
1305 #define GL_CLIENT_PACK_BIT (1<<20)
1306 #define GL_CLIENT_UNPACK_BIT (1<<21)
1307
1308 /**
1309 * Copy gl_array_object from src to dest.
1310 * 'dest' must be in an initialized state.
1311 */
1312 static void
1313 copy_array_object(struct gl_context *ctx,
1314 struct gl_array_object *dest,
1315 struct gl_array_object *src)
1316 {
1317 GLuint i;
1318
1319 /* skip Name */
1320 /* skip RefCount */
1321
1322 /* In theory must be the same anyway, but on recreate make sure it matches */
1323 dest->ARBsemantics = src->ARBsemantics;
1324
1325 for (i = 0; i < Elements(src->VertexAttrib); i++)
1326 _mesa_copy_client_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
1327
1328 /* _Enabled must be the same than on push */
1329 dest->_Enabled = src->_Enabled;
1330 dest->_MaxElement = src->_MaxElement;
1331 }
1332
1333 /**
1334 * Copy gl_array_attrib from src to dest.
1335 * 'dest' must be in an initialized state.
1336 */
1337 static void
1338 copy_array_attrib(struct gl_context *ctx,
1339 struct gl_array_attrib *dest,
1340 struct gl_array_attrib *src)
1341 {
1342 /* skip ArrayObj */
1343 /* skip DefaultArrayObj, Objects */
1344 dest->ActiveTexture = src->ActiveTexture;
1345 dest->LockFirst = src->LockFirst;
1346 dest->LockCount = src->LockCount;
1347 dest->PrimitiveRestart = src->PrimitiveRestart;
1348 dest->RestartIndex = src->RestartIndex;
1349 /* skip NewState */
1350 /* skip RebindArrays */
1351
1352 copy_array_object(ctx, dest->ArrayObj, src->ArrayObj);
1353
1354 /* skip ArrayBufferObj */
1355 /* skip ElementArrayBufferObj */
1356 }
1357
1358 /**
1359 * Save the content of src to dest.
1360 */
1361 static void
1362 save_array_attrib(struct gl_context *ctx,
1363 struct gl_array_attrib *dest,
1364 struct gl_array_attrib *src)
1365 {
1366 /* Set the Name, needed for restore, but do never overwrite.
1367 * Needs to match value in the object hash. */
1368 dest->ArrayObj->Name = src->ArrayObj->Name;
1369 /* And copy all of the rest. */
1370 copy_array_attrib(ctx, dest, src);
1371
1372 /* Just reference them here */
1373 _mesa_reference_buffer_object(ctx, &dest->ArrayBufferObj,
1374 src->ArrayBufferObj);
1375 _mesa_reference_buffer_object(ctx, &dest->ArrayObj->ElementArrayBufferObj,
1376 src->ArrayObj->ElementArrayBufferObj);
1377 }
1378
1379 /**
1380 * Restore the content of src to dest.
1381 */
1382 static void
1383 restore_array_attrib(struct gl_context *ctx,
1384 struct gl_array_attrib *dest,
1385 struct gl_array_attrib *src)
1386 {
1387 /* Restore or recreate the array object by its name ... */
1388 _mesa_BindVertexArrayAPPLE(src->ArrayObj->Name);
1389
1390 /* ... and restore its content */
1391 copy_array_attrib(ctx, dest, src);
1392
1393 /* Restore or recreate the buffer objects by the names ... */
1394 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB,
1395 src->ArrayBufferObj->Name);
1396 _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
1397 src->ArrayObj->ElementArrayBufferObj->Name);
1398
1399 /* Better safe than sorry?! */
1400 dest->RebindArrays = GL_TRUE;
1401
1402 /* FIXME: Should some bits in ctx->Array->NewState also be set
1403 * FIXME: here? It seems like it should be set to inclusive-or
1404 * FIXME: of the old ArrayObj->_Enabled and the new _Enabled.
1405 * ... just do it.
1406 */
1407 dest->NewState |= src->ArrayObj->_Enabled | dest->ArrayObj->_Enabled;
1408 }
1409
1410 /**
1411 * init/alloc the fields of 'attrib'.
1412 * Needs to the init part matching free_array_attrib_data below.
1413 */
1414 static void
1415 init_array_attrib_data(struct gl_context *ctx,
1416 struct gl_array_attrib *attrib)
1417 {
1418 /* Get a non driver gl_array_object. */
1419 attrib->ArrayObj = CALLOC_STRUCT( gl_array_object );
1420 _mesa_initialize_array_object(ctx, attrib->ArrayObj, 0);
1421 }
1422
1423 /**
1424 * Free/unreference the fields of 'attrib' but don't delete it (that's
1425 * done later in the calling code).
1426 * Needs to the cleanup part matching init_array_attrib_data above.
1427 */
1428 static void
1429 free_array_attrib_data(struct gl_context *ctx,
1430 struct gl_array_attrib *attrib)
1431 {
1432 /* We use a non driver array object, so don't just unref since we would
1433 * end up using the drivers DeleteArrayObject function for deletion. */
1434 _mesa_delete_array_object(ctx, attrib->ArrayObj);
1435 attrib->ArrayObj = 0;
1436 _mesa_reference_buffer_object(ctx, &attrib->ArrayBufferObj, NULL);
1437 }
1438
1439
1440 void GLAPIENTRY
1441 _mesa_PushClientAttrib(GLbitfield mask)
1442 {
1443 struct gl_attrib_node *head;
1444
1445 GET_CURRENT_CONTEXT(ctx);
1446 ASSERT_OUTSIDE_BEGIN_END(ctx);
1447
1448 if (ctx->ClientAttribStackDepth >= MAX_CLIENT_ATTRIB_STACK_DEPTH) {
1449 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushClientAttrib" );
1450 return;
1451 }
1452
1453 /* Build linked list of attribute nodes which save all attribute
1454 * groups specified by the mask.
1455 */
1456 head = NULL;
1457
1458 if (mask & GL_CLIENT_PIXEL_STORE_BIT) {
1459 struct gl_pixelstore_attrib *attr;
1460 /* packing attribs */
1461 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1462 copy_pixelstore(ctx, attr, &ctx->Pack);
1463 save_attrib_data(&head, GL_CLIENT_PACK_BIT, attr);
1464 /* unpacking attribs */
1465 attr = CALLOC_STRUCT( gl_pixelstore_attrib );
1466 copy_pixelstore(ctx, attr, &ctx->Unpack);
1467 save_attrib_data(&head, GL_CLIENT_UNPACK_BIT, attr);
1468 }
1469
1470 if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
1471 struct gl_array_attrib *attr;
1472 attr = CALLOC_STRUCT( gl_array_attrib );
1473 init_array_attrib_data(ctx, attr);
1474 save_array_attrib(ctx, attr, &ctx->Array);
1475 save_attrib_data(&head, GL_CLIENT_VERTEX_ARRAY_BIT, attr);
1476 }
1477
1478 ctx->ClientAttribStack[ctx->ClientAttribStackDepth] = head;
1479 ctx->ClientAttribStackDepth++;
1480 }
1481
1482
1483
1484
1485 void GLAPIENTRY
1486 _mesa_PopClientAttrib(void)
1487 {
1488 struct gl_attrib_node *node, *next;
1489
1490 GET_CURRENT_CONTEXT(ctx);
1491 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1492
1493 if (ctx->ClientAttribStackDepth == 0) {
1494 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopClientAttrib" );
1495 return;
1496 }
1497
1498 ctx->ClientAttribStackDepth--;
1499 node = ctx->ClientAttribStack[ctx->ClientAttribStackDepth];
1500
1501 while (node) {
1502 switch (node->kind) {
1503 case GL_CLIENT_PACK_BIT:
1504 {
1505 struct gl_pixelstore_attrib *store =
1506 (struct gl_pixelstore_attrib *) node->data;
1507 copy_pixelstore(ctx, &ctx->Pack, store);
1508 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1509 }
1510 ctx->NewState |= _NEW_PACKUNPACK;
1511 break;
1512 case GL_CLIENT_UNPACK_BIT:
1513 {
1514 struct gl_pixelstore_attrib *store =
1515 (struct gl_pixelstore_attrib *) node->data;
1516 copy_pixelstore(ctx, &ctx->Unpack, store);
1517 _mesa_reference_buffer_object(ctx, &store->BufferObj, NULL);
1518 }
1519 ctx->NewState |= _NEW_PACKUNPACK;
1520 break;
1521 case GL_CLIENT_VERTEX_ARRAY_BIT: {
1522 struct gl_array_attrib * attr =
1523 (struct gl_array_attrib *) node->data;
1524 restore_array_attrib(ctx, &ctx->Array, attr);
1525 free_array_attrib_data(ctx, attr);
1526 ctx->NewState |= _NEW_ARRAY;
1527 break;
1528 }
1529 default:
1530 _mesa_problem( ctx, "Bad attrib flag in PopClientAttrib");
1531 break;
1532 }
1533
1534 next = node->next;
1535 FREE( node->data );
1536 FREE( node );
1537 node = next;
1538 }
1539 }
1540
1541
1542 void
1543 _mesa_init_attrib_dispatch(struct _glapi_table *disp)
1544 {
1545 SET_PopAttrib(disp, _mesa_PopAttrib);
1546 SET_PushAttrib(disp, _mesa_PushAttrib);
1547 SET_PopClientAttrib(disp, _mesa_PopClientAttrib);
1548 SET_PushClientAttrib(disp, _mesa_PushClientAttrib);
1549 }
1550
1551
1552 #endif /* FEATURE_attrib_stack */
1553
1554
1555 /**
1556 * Free any attribute state data that might be attached to the context.
1557 */
1558 void
1559 _mesa_free_attrib_data(struct gl_context *ctx)
1560 {
1561 while (ctx->AttribStackDepth > 0) {
1562 struct gl_attrib_node *attr, *next;
1563
1564 ctx->AttribStackDepth--;
1565 attr = ctx->AttribStack[ctx->AttribStackDepth];
1566
1567 while (attr) {
1568 if (attr->kind == GL_TEXTURE_BIT) {
1569 struct texture_state *texstate = (struct texture_state*)attr->data;
1570 GLuint u, tgt;
1571 /* clear references to the saved texture objects */
1572 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1573 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1574 _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL);
1575 }
1576 }
1577 }
1578 else {
1579 /* any other chunks of state that requires special handling? */
1580 }
1581
1582 next = attr->next;
1583 free(attr->data);
1584 free(attr);
1585 attr = next;
1586 }
1587 }
1588 }
1589
1590
1591 void _mesa_init_attrib( struct gl_context *ctx )
1592 {
1593 /* Renderer and client attribute stacks */
1594 ctx->AttribStackDepth = 0;
1595 ctx->ClientAttribStackDepth = 0;
1596 }